[project1dev] Re: quick note on design stuff

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 30 Apr 2009 18:32:36 -0700

hey if you google "defendin da penguin" my resume is #4 result :P

On Thu, Apr 30, 2009 at 6:31 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> lol wow grats (:
>
>
> On Thu, Apr 30, 2009 at 6:30 PM, <figarus@xxxxxxxxx> wrote:
>
>> Hey alan I googled "sword of virtue" and my post to freelists with the
>> story came up :)
>>
>> Sent via BlackBerry from T-Mobile
>>
>> ------------------------------
>> *From*: Alan Wolfe
>> *Date*: Thu, 30 Apr 2009 18:03:52 -0700
>>
>> *To*: <project1dev@xxxxxxxxxxxxx>
>> *Subject*: [project1dev] Re: quick note on design stuff
>>
>>  freelists.org also keeps the full database of messages, the link to the
>> archive is on the games website (http://project1.demofox.org) and i think
>> it's searchable too.
>>
>> On Thu, Apr 30, 2009 at 5:58 PM, Chris Riccobono <crysalim@xxxxxxxxx>wrote:
>>
>>> Yeah it helps a lot, but if I really like something and want to look
>>> at it later I drag it out to a txt file (wiki will be great for this!)
>>>
>>> On Thu, Apr 30, 2009 at 5:19 PM,  <figarus@xxxxxxxxx> wrote:
>>> > Well everything I send is saved in gmail, that is more of what I depend
>>> on than anything
>>> > Sent via BlackBerry from T-Mobile
>>> >
>>> > -----Original Message-----
>>> > From: Chris Riccobono <crysalim@xxxxxxxxx>
>>> >
>>> > Date: Thu, 30 Apr 2009 17:16:30
>>> > To: <project1dev@xxxxxxxxxxxxx>
>>> > Subject: [project1dev] Re: quick note on design stuff
>>> >
>>> >
>>> > The only thing I would recommend is that you keep all of your design
>>> > ideas in documents backed up on your comp - just in case you want to
>>> > review things later.  It is tough to backtrack through the mail list.
>>> > Don't worry about posting too many ideas, like Alan said, it is better
>>> > to have too many than too little.
>>> >
>>> > Once the wiki is up, you could probably do something along the lines
>>> > of posting a WIP page, what things you're currently working on, what's
>>> > in store for the future, etc.  You could also organize the design docs
>>> > better with a main page linked to smaller articles based on ideas and
>>> > area.
>>> >
>>> > I personally archive every idea I make in notes on my own comp so I
>>> > can look at them later and decide if I still like them.  It's a good
>>> > way to test - if I still like the idea later, I know it's a keeper to
>>> > me and I'll flesh it out more when the time comes.  I used to do this
>>> > with areas, trying to brainstorm paths and layouts first so that when
>>> > it came to building time, I could just focus on that without worrying
>>> > about other stuff.
>>> >
>>> > On Thu, Apr 30, 2009 at 6:44 AM, eric drewes <figarus@xxxxxxxxx>
>>> wrote:
>>> >> i sort of spam the list with all the random thoughts i have for the
>>> future
>>> >> design of systems for three reasons
>>> >>
>>> >> 1) i can get your guy's views and perspectives on it, like if
>>> something
>>> >> seems dumb or awesome we can know to accentuate it or whatnot, or if
>>> you
>>> >> guys have ideas i didnt think of we can add that in to the mix
>>> >>
>>> >> 2) its hard to keep it all in my head so if i write it down here, we
>>> can go
>>> >> through the notes when we get to the nitty gritty of the systems so we
>>> can
>>> >> reference this stuff
>>> >>
>>> >> 3) i figure out of all the ideas we have for this game, a lot will be
>>> cut in
>>> >> the name of fun and continuity, but its a good idea to have them down
>>> >> because you never know what will inspire things for this game and
>>> future
>>> >> games :)
>>> >>
>>> >> basically what i am saying is, nothing is set in stone and all of it
>>> is open
>>> >> forum and if ideas seem dumb or whatever we can definitely look into
>>> either
>>> >> fixing them or eliminating them... i know this pretty much goes
>>> unstated but
>>> >> i feel like i put a ton of content out there and some of it is just
>>> what
>>> >> happened to pop in my head and hasnt really gone through a ton of
>>> >> development
>>> >>
>>> >
>>> >
>>>
>>>
>>
>

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